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On December 31 2011 12:41 starfries wrote:Show nested quote +On December 31 2011 12:37 anmolsinghmzn2009 wrote: I'm thinking of picking up a new AP - looking at cass/kennen. Before I do tho, is either of them in any danger of getting hit by nerfs? Kennen is more likely to be nerfed than Cass. I think nerfs to WotA are pretty much guaranteed. If you do pick up Kennen, don't be one of the FotM people who flash in and press R and think they're good because they got kills. Learn to play him right.
I would argue that given the current state of LoL that if all you do with kennen is flash r and it wins teamfights then you are playing him right. This also relates to how I feel about ELO hell. I'd argue it does exist but its not some impossible task to surpass 1200. I know I'm above 1k ELO in skill, but playing like you would higher up in the ratings doesn't equate to easy wins unless you're like close to pro level. I used to try and support or drop wards, pick champs that were complimentary to my team and try to grind out wins with superior team play, but changing from that style to one where I just pick a snowball champ for w/e role I'm playing. Going Kass/Shaco/ad carries and being incredibly aggressive gives me a much higher winrate than trying to work with a team who is probably terrible.
I'd liken it to playing bronze-plat compared to masters. If I went with a "meta" build on a big map and tried to game them I'll probably lose due to the high chance of proxy raxes/gates but if I do a conservative 3gate/rax expand I may be behind but since im the better player even if they nexus first my mechanics will win out(assuming I actually am undervalued by my ELO). Since LoL is a team game, yes, you'll get screwed by MM but if you can adapt to the different meta you can climb out.
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HSGG a very sad Galio. TPs bot to finish Graves after a gank attempt, hits none of his spells, ults instant cleanse then gets killed by Skarner and Karthus.
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If you actually belong more than say 150-200 Elo than where you are, it is very easy to climb. People just have the wrong mentality / refuse to accept they're playing at the level they're at.
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That´s funny, this is the 3rd time that ive dropped from 1550 to 1400. I wouldnt exactly call it very easy.
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Have you ever considered that your real Elo is in the high 1400s and that you fluctuating from 1400 and 1550 is just the natural extension of that?
Be less concerned about your Elo and more concerned with what you did well or poorly in a game and work on fixing or repeating it. Your Elo will increase as a byproduct of that.
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On December 31 2011 13:13 Cloud wrote: That´s funny, this is the 3rd time that ive dropped from 1550 to 1400. I wouldnt exactly call it very easy.
he said if you are more than 150-200 elo below your skill level
so even in the most optimistic interpretation you pretty much fit perfectly with what he's saying
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Yup another common mistake is people thinking their peak Elo = real Elo
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God, Karthus is farming so hard >.>
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On December 31 2011 13:16 wei2coolman wrote: God, Karthus is farming so hard >.> Yeah lots of jungle camp stealing.
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On December 31 2011 13:17 Craton wrote:Show nested quote +On December 31 2011 13:16 wei2coolman wrote: God, Karthus is farming so hard >.> Yeah lots of jungle camp stealing. implying skarner gives a shit.
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LOL doublelift valk into skarner free baron for dignitas gg.
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Wow, that was the best fight clg could ask for, and they still got owned.
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Dignitas just had more aoe, and hotshot was always too obvious with his ultimate, allowing kennen time to ult so hotshot gets stunned out without getting the damage off. I think the real problem is what saint says, hotshot especially doesn't know very many top lane champions which he can play comfortably. Compare that to doublelift who knows how to play every single AD and has opinions about them all.
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Best way to fix WotA/Gunblade/Revolver abuse
Cap spellvamp at some arbitrary number. Problem solved. I can buy the argument that some champs need spellvamp to be viable or w/e. But the extent to which you can stack spellvamp via double WotA or some ridiculous crap is way over the minimal amount certain champs need to function.
Or, they can split the WotA spellvamp aura. So it's something like 15% spellvamp to holder + 10% spellvamp aura. So the holder gets 25% but other people only get 10% and the additional WotA only bumps it up to 35% instead of the ridiculous 50%.
Altho I like my first idea better.
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I don't even know why it gives most of its stats in an aura. I think the aura should only give spellvamp, not AP, and probably only 10% or 15%. That gets rid of the auto-win teamfight aspect.
The other problem I see with it is that it's too easy to rush. I'd rather have it build out of a revolver and a blasting wand and have it closer to a Zhonya's-level item rather than a Wit's End/Wriggle's level.
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Does anyone really think that WotA is OP just for the benefits it gives to the holder? Double WotA is the real problem, right?
As I've been thinking for a while, and apparently others have as well, it's the aura in double AP comps that is the real problem so why don't they just transfer more of the stats (at least the spell vamp) away from the aura?
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On December 31 2011 13:50 starfries wrote: I don't even know why it gives most of its stats in an aura. I think the aura should only give spellvamp, not AP, and probably only 10% or 15%. That gets rid of the auto-win teamfight aspect.
The other problem I see with it is that it's too easy to rush. I'd rather have it build out of a revolver and a blasting wand and have it closer to a Zhonya's-level item rather than a Wit's End/Wriggle's level. The issue isn't the AP that it gives in the aura. The 30 AP aura pales in comparison to the spellvamp aura it gives. IMO, just splitting the spellvamp aura is enough of a fix to get rid of double WotA abuse. Double WotA can still be strong in double AP comps, just not this ridiculous.
Honestly, I don't see WotA as a particularly OP item. I think spellvamp is a flawed concept in and of itself, but that's a different discussion. A single WotA alone isn't OP, but when you get two on one team and the 25% spellvamp aura stacks, it becomes ridiculous. 50% spellvamp to your casters and 25% to everyone else is just retarded, especially since spellvamp works with all active skills regardless of damage type.
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Remove the stacking of the aura and force all champs to use mana. That's the real solution, but obviously they'll never change the non-mana champs like that, which are the ones abuse spell vamp the most. If you make the amount low, nobody will buy the item and it just becomes useless. It "fixes" things, but not in the best of ways.
You could theoretically cap the amount of lifesteal/vamp you get per attack/ability per level, but I imagine it would still be either problematic or useless depending on the amount. It also introduces a problem with slow attacks for high damage vs fast attacks for comparably low damage (aka it hurts bruisers more than ADs when bruisers generally already get less out of it).
At high levels / team fights, life steal/vamp isn't normally an issue except with the current double wota gimmick. Vamp/LS are largely problematic because of the infinite sustain if gives certain champs in lane. It's somewhat offsetting in bot lane since lifesteal builds naturally onto just about every ranged AD (and also factors into dealing with supports, as no life steal makes sustain supports super powerful and nonsustain supports like Janna weaker), but spell vamp does not.
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lolol Dyrus
CANNOT BE DISABLED
edit: escapes gank with 9hp in case anyone was wondering
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